Convert some bools to TRUE/FALSE instead of 1/0. (#11100)

Co-authored-by: Aronai Sieyes <arokha@arokha.com>
This commit is contained in:
MarinaGryphon
2021-07-16 13:43:25 -04:00
committed by GitHub
co-authored by Aronai Sieyes
parent 9ce7af6ca1
commit 577b986ba6
523 changed files with 1301 additions and 1301 deletions
+2 -2
View File
@@ -4,8 +4,8 @@
desc = "This space is blocked off by a barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "barricade"
anchored = 1.0
density = 1.0
anchored = TRUE
density = TRUE
var/health = 100
var/maxhealth = 100
var/datum/material/material
+1 -1
View File
@@ -4,7 +4,7 @@
plane = ABOVE_PLANE
icon_state = "empty"
appearance_flags = 0
anchored = 1
anchored = TRUE
var/cult = 0
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
+1 -1
View File
@@ -164,7 +164,7 @@ LINEN BINS
desc = "A linen bin. It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
anchored = TRUE
var/amount = 20
var/list/sheets = list()
var/obj/item/hidden = null
+4 -4
View File
@@ -5,8 +5,8 @@
icon_state = "catwalk"
plane = DECAL_PLANE
layer = DECAL_LAYER
density = 0
anchored = 1.0
density = FALSE
anchored = TRUE
var/hatch_open = FALSE
var/plating_color = null
var/obj/item/stack/tile/plated_tile = null
@@ -137,8 +137,8 @@
name = "plated catwalk spawner"
icon = 'icons/turf/catwalks.dmi'
icon_state = "catwalk_plated"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
var/activated = FALSE
plane = DECAL_PLANE
layer = DECAL_LAYER
@@ -4,7 +4,7 @@
desc = "It's a basic storage unit."
icon = 'icons/obj/closets/bases/closet.dmi'
icon_state = "base"
density = 1
density = TRUE
w_class = ITEMSIZE_HUGE
layer = UNDER_JUNK_LAYER
blocks_emissive = EMISSIVE_BLOCK_GENERIC
@@ -16,7 +16,7 @@
icon_state = "closed_unlocked"
seal_tool = null
breakout_sound = 'sound/weapons/thudswoosh.ogg'
anchored = 1
anchored = TRUE
max_closets = 1
opened = 1
closet_appearance = null // Special icon for us
@@ -3,7 +3,7 @@
desc = "It's an egg; it's smooth to the touch." //This is the default egg.
icon = 'icons/obj/egg_vr.dmi'
icon_state = "egg"
density = 0 //Just in case there's a lot of eggs, so it doesn't block hallways/areas.
density = FALSE //Just in case there's a lot of eggs, so it doesn't block hallways/areas.
var/icon_closed = "egg"
var/icon_opened = "egg_open"
var/icon_locked = "egg"
@@ -12,7 +12,7 @@
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
closet_appearance = /decl/closet_appearance/tactical
anchored = 0
anchored = FALSE
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
@@ -44,7 +44,7 @@
name = "\improper Thunderdome closet"
desc = "Everything you need!"
closet_appearance = /decl/closet_appearance/thunderdomered
anchored = 1
anchored = TRUE
/obj/structure/closet/thunderdome/tdred
name = "red-team Thunderdome closet"
@@ -220,8 +220,8 @@
desc = "It's wall-mounted storage unit for an AutoLok suit."
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /decl/closet_appearance/wall_double/autolok
anchored = 1
density = 0
anchored = TRUE
density = FALSE
wall_mounted = 1
store_mobs = 0
@@ -236,8 +236,8 @@
desc = "It's wall-mounted storage unit for an emergency suit."
icon = 'icons/obj/closets/bases/wall.dmi'
closet_appearance = /decl/closet_appearance/wall/emergency
anchored = 1
density = 0
anchored = TRUE
density = FALSE
wall_mounted = 1
store_mobs = 0
@@ -226,8 +226,8 @@
desc = "It's a secure wall-mounted storage unit for first aid supplies."
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
anchored = 1
density = 0
anchored = TRUE
density = FALSE
wall_mounted = 1
store_mobs = 0
req_access = list(access_medical_equip)
@@ -3,7 +3,7 @@
desc = "It's an immobile card-locked storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "secure1"
density = 1
density = TRUE
opened = 0
var/locked = 1
var/broken = 0
@@ -260,7 +260,7 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
name = "brig locker"
req_access = list(access_brig)
closet_appearance = /decl/closet_appearance/secure_closet/brig
anchored = 1
anchored = TRUE
var/id = null
starts_with = list(
@@ -270,7 +270,7 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
/obj/structure/closet/secure_closet/posters
name = "morale storage"
req_access = list(access_security)
anchored = 1
anchored = TRUE
starts_with = list(
/obj/item/poster/nanotrasen,
@@ -297,7 +297,7 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
name = "wall locker"
req_access = list(access_security)
closet_appearance = /decl/closet_appearance/wall
density = 1
density = TRUE
//too small to put a man in
large = 0
@@ -3,8 +3,8 @@
desc = "An incredibly lifelike marble carving"
icon = 'icons/obj/statue.dmi'
icon_state = "human_male"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
health = 0 //destroying the statue kills the mob within
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
@@ -187,8 +187,8 @@
closet_appearance = /decl/closet_appearance/wall/hydrant
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
anchored = 1
density = 0
anchored = TRUE
density = FALSE
wall_mounted = 1
store_mobs = 0
@@ -207,7 +207,7 @@
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
closet_appearance = /decl/closet_appearance/wall/medical
anchored = 1
density = 0
anchored = TRUE
density = FALSE
wall_mounted = 1
store_mobs = 0
@@ -6,8 +6,8 @@
name = "Wall Locker"
icon = 'icons/obj/closets/bases/wall.dmi'
closet_appearance = /decl/closet_appearance/wall
density = 0
anchored = 1
density = FALSE
anchored = TRUE
store_mobs = 0
wall_mounted = 1
@@ -85,8 +85,8 @@
name = "Wall Cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /decl/closet_appearance/wall_double
density = 0
anchored = 1
density = FALSE
anchored = TRUE
store_mobs = 0
wall_mounted = 1
plane = TURF_PLANE
@@ -113,8 +113,8 @@
name = "Kitchen Cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /decl/closet_appearance/wall_double/kitchen
density = 0
anchored = 1
density = FALSE
anchored = TRUE
/obj/structure/closet/walllocker_double/kitchen/north
pixel_y = 32
@@ -157,8 +157,8 @@
name = "fire-safety closet"
desc = "It's a storage cabinet packed with fire-fighting supplies."
closet_appearance = /decl/closet_appearance/wall_double/fire_safety
anchored = 1
density = 0
anchored = TRUE
density = FALSE
starts_with = list(
/obj/item/clothing/suit/fire/firefighter,
@@ -5,7 +5,7 @@
desc = "A rectangular steel crate."
icon = 'icons/obj/closets/bases/crate.dmi'
closet_appearance = /decl/closet_appearance/crate
climbable = 1
climbable = TRUE
dir = 4 //Spawn facing 'forward' by default.
var/points_per_crate = 5
var/rigged = 0
@@ -3,7 +3,7 @@
desc = "A hefty wooden crate."
icon = 'icons/obj/storage.dmi'
icon_state = "densecrate"
density = 1
density = TRUE
var/list/starts_with
/obj/structure/largecrate/Initialize()
@@ -3,7 +3,7 @@
desc = "A large metal lattice that seems to exist solely to annoy consumers."
icon = 'icons/obj/storage.dmi'
icon_state = "vehicle_cage"
density = 1
density = TRUE
var/obj/vehicle/my_vehicle
var/my_vehicle_type
var/paint_color = "#666666"
+1 -1
View File
@@ -6,7 +6,7 @@
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
opacity = 1
density = 0
density = FALSE
/obj/structure/curtain/open
icon_state = "open"
+2 -2
View File
@@ -4,8 +4,8 @@
desc = "Engineered for your entertainment"
icon = 'icons/obj/objects_vr.dmi'
icon_state = "dancepole"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
/obj/structure/dancepole/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.is_screwdriver())
+3 -3
View File
@@ -3,9 +3,9 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. It taunts you to kick it."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
density = TRUE
anchored = TRUE
unacidable = TRUE//Dissolving the case would also delete the gun.
var/health = 30
var/occupied = 1
var/destroyed = 0
+1 -1
View File
@@ -3,6 +3,6 @@
desc = "A bed made especially for dogs, or other similarly sized pets."
icon = 'icons/obj/furniture.dmi'
icon_state = "dogbed"
can_buckle = 1
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
@@ -2,8 +2,8 @@
name = "airlock assembly"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_as_0"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
w_class = ITEMSIZE_HUGE
var/state = 0
var/base_icon_state = ""
+2 -2
View File
@@ -4,8 +4,8 @@
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_closed"
layer = ABOVE_WINDOW_LAYER
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/obj/item/weapon/extinguisher/has_extinguisher
var/opened = 0
+2 -2
View File
@@ -6,8 +6,8 @@
icon = 'icons/obj/closet.dmi' //Not bothering to move icons out for now. But its dumb still.
icon_state = "fireaxe1000"
layer = ABOVE_WINDOW_LAYER
anchored = 1
density = 0
anchored = TRUE
density = FALSE
var/open = 0
var/hitstaken = 0
var/locked = 1
+2 -2
View File
@@ -1,13 +1,13 @@
/obj/structure/fitness
icon = 'icons/obj/stationobjs.dmi'
anchored = 1
anchored = TRUE
var/being_used = 0
/obj/structure/fitness/punchingbag
name = "punching bag"
desc = "A punching bag."
icon_state = "punchingbag"
density = 1
density = TRUE
var/list/hit_message = list("hit", "punch", "kick", "robust")
/obj/structure/fitness/punchingbag/attack_hand(var/mob/living/carbon/human/user)
+9 -9
View File
@@ -3,11 +3,11 @@
desc = "Firm yet springy, perhaps this could be useful!"
icon = 'icons/obj/fitness_vr.dmi'
icon_state = "ropes"
density = 1
density = TRUE
throwpass = 1
climbable = 1
climbable = TRUE
layer = WINDOW_LAYER
anchored = 1
anchored = TRUE
flags = ON_BORDER
/obj/structure/fitness/boxing_ropes/CanPass(atom/movable/mover, turf/target) //sets it so that players can enter turf from all directions except the main direction.
if(istype(mover) && mover.checkpass(PASSTABLE))
@@ -60,12 +60,12 @@
desc = "Firm yet springy, perhaps this could be useful!"
icon = 'icons/obj/fitness_vr.dmi'
icon_state = "ropes"
density = 1
density = TRUE
throwpass = 1
climbable = 1
climbable = TRUE
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
anchored = 1
anchored = TRUE
flags = ON_BORDER
/obj/structure/fitness/boxing_ropes_bottom/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
@@ -120,11 +120,11 @@
desc = "A sturdy post that looks like it could support even the most heaviest of heavy weights!"
icon = 'icons/obj/fitness_vr.dmi'
icon_state = "turnbuckle"
density = 1
density = TRUE
throwpass = 1
climbable = 1
climbable = TRUE
layer = WINDOW_LAYER
anchored = 1
anchored = TRUE
flags = ON_BORDER
/obj/structure/fitness/boxing_turnbuckle/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
@@ -79,14 +79,14 @@
icon = 'icons/obj/flora/amayastuff.dmi'
desc = "Small stones sit beside this large boulder. Moss grows on the top of each of them."
icon_state = "bigboulder1"
density = 1
density = TRUE
/obj/structure/flora/bboulder2
name = "jagged large boulder"
icon = 'icons/obj/flora/amayastuff.dmi'
desc = "This boulder has had plates broken off it. Moss grows in the cracks and across the top."
icon_state = "bigboulder2"
density = 1
density = TRUE
/obj/structure/flora/rocks1
name = "rocks"
+1 -1
View File
@@ -2,7 +2,7 @@
/obj/structure/flora/grass
name = "grass"
icon = 'icons/obj/flora/snowflora.dmi'
anchored = 1
anchored = TRUE
/obj/structure/flora/grass/brown
icon_state = "snowgrass1bb"
+2 -2
View File
@@ -1,8 +1,8 @@
//trees
/obj/structure/flora/tree
name = "tree"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
pixel_x = -16
plane = MOB_PLANE // You know what, let's play it safe.
layer = ABOVE_MOB_LAYER
+5 -5
View File
@@ -1,7 +1,7 @@
/obj/structure/girder
icon_state = "girder"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
plane = PLATING_PLANE
w_class = ITEMSIZE_HUGE
var/state = 0
@@ -68,7 +68,7 @@
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
anchored = FALSE
health = 50
cover = 25
@@ -79,7 +79,7 @@
/obj/structure/girder/proc/displace()
name = "displaced [girder_material.display_name] [initial(name)]"
icon_state = "displaced"
anchored = 0
anchored = FALSE
health = (displaced_health - round(current_damage / 4))
cover = 25
@@ -134,7 +134,7 @@
/obj/structure/girder/proc/reset_girder()
name = "[girder_material.display_name] [initial(name)]"
anchored = 1
anchored = TRUE
cover = initial(cover)
health = min(max_health - current_damage,max_health)
state = 0
+3 -3
View File
@@ -3,10 +3,10 @@
desc = "An object used in marking graves."
icon_state = "gravemarker"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
throwpass = 1
climbable = 1
climbable = TRUE
layer = ABOVE_JUNK_LAYER
+4 -4
View File
@@ -3,8 +3,8 @@
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
icon_state = "grille"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
pressure_resistance = 5*ONE_ATMOSPHERE
layer = TABLE_LAYER
explosion_resistance = 1
@@ -167,7 +167,7 @@
/obj/structure/grille/proc/healthcheck()
if(health <= 0)
if(!destroyed)
density = 0
density = FALSE
destroyed = 1
update_icon()
new /obj/item/stack/rods(get_turf(src))
@@ -223,7 +223,7 @@
/obj/structure/grille/broken
destroyed = 1
icon_state = "grille-b"
density = 0
density = FALSE
/obj/structure/grille/broken/New()
..()
+3 -3
View File
@@ -3,6 +3,6 @@
icon = 'icons/obj/handrail.dmi'
icon_state = "handrail"
desc = "A safety railing with buckles to secure yourself to when floor isn't stable enough."
density = 0
anchored = 1
can_buckle = 1
density = FALSE
anchored = TRUE
can_buckle = TRUE
+6 -6
View File
@@ -23,8 +23,8 @@
/obj/structure/inflatable
name = "inflatable wall"
desc = "An inflated membrane. Do not puncture."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
opacity = 0
can_atmos_pass = ATMOS_PASS_DENSITY
@@ -154,8 +154,8 @@
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
opacity = 0
icon = 'icons/obj/inflatable.dmi'
@@ -204,7 +204,7 @@
isSwitchingStates = 1
flick("door_opening",src)
sleep(10)
density = 0
density = FALSE
opacity = 0
state = 1
update_icon()
@@ -214,7 +214,7 @@
isSwitchingStates = 1
flick("door_closing",src)
sleep(10)
density = 1
density = TRUE
opacity = 0
state = 0
update_icon()
+4 -4
View File
@@ -6,8 +6,8 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
description_info = "You can use alt-click while holding a mop to stow the mop. Alt-click holding a reagent container will empty the contents into the bucket without trying to put the container in any attached trash bag."
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
flags = OPENCONTAINER
climbable = TRUE
//copypaste sorry
@@ -374,8 +374,8 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
name = "janicart"
icon = 'icons/obj/vehicles.dmi'
icon_state = "pussywagon"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
@@ -3,9 +3,9 @@
icon = 'icons/obj/kitchen_vr.dmi'
icon_state = "foodcart-0"
desc = "The ultimate in food transport! When opened you notice two compartments with odd blue glows to them. One feels very warm, while the other is very cold."
anchored = 0
anchored = FALSE
opacity = 0
density = 1
density = TRUE
/obj/structure/foodcart/Initialize()
. = ..()
@@ -5,8 +5,8 @@
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/meat = 0
var/occupied
var/meat_type
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "A lightweight support lattice."
icon = 'icons/obj/structures.dmi'
icon_state = "latticefull"
density = 0
anchored = 1.0
density = FALSE
anchored = TRUE
w_class = ITEMSIZE_NORMAL
plane = PLATING_PLANE
+8 -8
View File
@@ -2,10 +2,10 @@
name = "rock ledge"
desc = "An easily scaleable rocky ledge."
icon = 'icons/obj/ledges.dmi'
density = 1
density = TRUE
throwpass = 1
climbable = 1
anchored = 1
climbable = TRUE
anchored = TRUE
var/solidledge = 1
flags = ON_BORDER
layer = STAIRS_LAYER
@@ -17,23 +17,23 @@
name = "rock ledge"
desc = "An easily scaleable rocky ledge."
icon = 'icons/obj/ledges.dmi'
density = 1
density = TRUE
throwpass = 1
climbable = 1
anchored = 1
climbable = TRUE
anchored = TRUE
layer = STAIRS_LAYER
/obj/structure/ledge/ledge_nub
desc = "Part of a rocky ledge."
icon_state = "ledge-nub"
density = 0
density = FALSE
solidledge = 0
/obj/structure/ledge/ledge_stairs
name = "rock stairs"
desc = "A colorful set of rocky stairs"
icon_state = "ledge-stairs"
density = 0
density = FALSE
solidledge = 0
/obj/structure/ledge/CanPass(atom/movable/mover, turf/target)
@@ -4,10 +4,10 @@
desc = "You can't go there!"
icon = 'icons/turf/wall_masks.dmi'
icon_state = "rdebug"
anchored = 1.0
anchored = TRUE
opacity = 0
density = 1
unacidable = 1
density = TRUE
unacidable = TRUE
/obj/effect/blocker/Initialize() // For non-gateway maps.
. = ..()
+2 -2
View File
@@ -5,8 +5,8 @@
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
layer = ABOVE_WINDOW_LAYER
density = 0
anchored = 1
density = FALSE
anchored = TRUE
var/shattered = 0
var/glass = 1
var/datum/tgui_module/appearance_changer/mirror/M
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "Fill it with water, but don't forget a mop!"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
climbable = 1
density = TRUE
climbable = TRUE
w_class = ITEMSIZE_NORMAL
pressure_resistance = 5
flags = OPENCONTAINER
+4 -4
View File
@@ -16,10 +16,10 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
dir = EAST
density = 1
density = TRUE
var/obj/structure/m_tray/connected = null
var/list/occupants = list()
anchored = 1.0
anchored = TRUE
/obj/structure/morgue/Destroy()
if(connected)
@@ -147,10 +147,10 @@
desc = "Apply corpse before closing."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morguet"
density = 1
density = TRUE
plane = TURF_PLANE
var/obj/structure/morgue/connected = null
anchored = 1
anchored = TRUE
throwpass = 1
/obj/structure/m_tray/Destroy()
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
layer = MOB_LAYER
plane = MOB_PLANE
explosion_resistance = 5
+4 -4
View File
@@ -39,7 +39,7 @@
STOP_PROCESSING(SSobj, src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
@@ -55,7 +55,7 @@
user.do_attack_animation(src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
else
@@ -119,7 +119,7 @@
STOP_PROCESSING(SSobj, src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
@@ -135,7 +135,7 @@
user.do_attack_animation(src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
else
+4 -4
View File
@@ -3,11 +3,11 @@
name = "railing"
desc = "A standard steel railing, painted orange. Play stupid games, win stupid prizes."
icon = 'icons/obj/railing.dmi'
density = 1
density = TRUE
throwpass = 1
climbable = 1
climbable = TRUE
layer = WINDOW_LAYER
anchored = 1
anchored = TRUE
flags = ON_BORDER
icon_state = "railing0"
var/broken = FALSE
@@ -26,7 +26,7 @@
..()
// TODO - "constructed" is not passed to us. We need to find a way to do this safely.
if (constructed) // player-constructed railings
anchored = 0
anchored = FALSE
if(climbable)
verbs += /obj/structure/proc/climb_on
+3 -3
View File
@@ -10,8 +10,8 @@ FLOOR SAFES
desc = "A huge chunk of metal with a dial embedded in it. Fine print on the dial reads \"Scarborough Arms - 2 tumbler safe, guaranteed thermite resistant, explosion resistant, and assistant resistant.\""
icon = 'icons/obj/structures.dmi'
icon_state = "safe"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
var/open = 0 //is the safe open?
var/tumbler_1_pos //the tumbler position- from 0 to 72
var/tumbler_1_open //the tumbler position to open at- 0 to 72
@@ -170,7 +170,7 @@ FLOOR SAFES
/obj/structure/safe/floor
name = "floor safe"
icon_state = "floorsafe"
density = 0
density = FALSE
level = 1 //underfloor
plane = PLATING_PLANE
layer = ABOVE_UTILITY
+2 -2
View File
@@ -2,8 +2,8 @@
name = "broken macninery"
desc = "Broken beyond repair, but looks like you can still salvage something from this if you had a prying implement."
icon = 'icons/obj/salvageable.dmi'
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/salvageable_parts = list()
/obj/structure/salvageable/proc/dismantle()
+2 -2
View File
@@ -1,8 +1,8 @@
/obj/structure/sign
icon = 'icons/obj/decals.dmi'
anchored = 1
anchored = TRUE
opacity = 0
density = 0
density = FALSE
plane = OBJ_PLANE //VOREStation Edit
layer = ABOVE_JUNK_LAYER //VOREStation Edit
w_class = ITEMSIZE_NORMAL
+4 -4
View File
@@ -1,7 +1,7 @@
/obj/structure/simple_door
name = "door"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_DENSITY
icon = 'icons/obj/doors/material_doors.dmi'
@@ -102,7 +102,7 @@
playsound(src, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]opening",src)
sleep(10)
density = 0
density = FALSE
set_opacity(0)
state = 1
update_icon()
@@ -114,7 +114,7 @@
playsound(src, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]closing",src)
sleep(10)
density = 1
density = TRUE
set_opacity(1)
state = 0
update_icon()
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/snowman.dmi'
icon_state = "snowman"
desc = "A happy little snowman smiles back at you!"
anchored = 1
anchored = TRUE
/obj/structure/snowman/attack_hand(mob/user as mob)
if(user.a_intent == I_HURT)
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A high-tech animal cage, designed to keep contained fauna docile and safe."
icon = 'icons/obj/storage_vr.dmi' //VOREStation Edit
icon_state = "critteropen"
density = 1
density = TRUE
var/mob/living/simple_mob/contained
@@ -80,6 +80,6 @@
/obj/structure/bed/nest/proc/healthcheck()
if(health <=0)
density = 0
density = FALSE
qdel(src)
return
@@ -13,8 +13,8 @@
icon = 'icons/obj/furniture.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = 1
can_buckle = 1
anchored = TRUE
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
var/datum/material/material
@@ -197,7 +197,7 @@
desc = "A portable bed-on-wheels made for transporting medical patients."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "rollerbed"
anchored = 0
anchored = FALSE
surgery_odds = 50 //VOREStation Edit
var/bedtype = /obj/structure/bed/roller
var/rollertype = /obj/item/roller
@@ -297,12 +297,12 @@
if(M.buckled == src)
M.pixel_y = 6
M.old_y = 6
density = 1
density = TRUE
icon_state = "[initial(icon_state)]_up"
else
M.pixel_y = 0
M.old_y = 0
density = 0
density = FALSE
icon_state = "[initial(icon_state)]"
update_icon()
return ..()
@@ -134,7 +134,7 @@
..(newloc,"steel","orange")
/obj/structure/bed/chair/office
anchored = 0
anchored = FALSE
buckle_movable = 1
/obj/structure/bed/chair/office/update_icon()
@@ -9,7 +9,7 @@
throwforce = 10
w_class = ITEMSIZE_HUGE
base_icon = "bar_stool_base"
anchored = 1
anchored = TRUE
/obj/item/weapon/stool/baystool/padded
icon_state = "bar_stool_padded_preview" //set for the map
@@ -3,7 +3,7 @@
desc = "You sit in this. Either by will or force."
icon = 'icons/obj/wheelchair.dmi'
icon_state = "wheelchair"
anchored = 0
anchored = FALSE
buckle_movable = 1
var/folded_type = /obj/item/wheelchair
@@ -5,8 +5,8 @@
desc = "A simple yet bulky storage device for gas tanks. Has room for up to ten oxygen tanks, and ten phoron tanks."
icon = 'icons/obj/objects.dmi'
icon_state = "dispenser"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
w_class = ITEMSIZE_HUGE
var/oxygentanks = TANK_DISPENSER_CAPACITY
var/phorontanks = TANK_DISPENSER_CAPACITY
@@ -76,10 +76,10 @@
else if(I.is_wrench())
if(anchored)
to_chat(user, "<span class='notice'>You lean down and unwrench [src].</span>")
anchored = 0
anchored = FALSE
else
to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
anchored = 1
anchored = TRUE
return
else if(user.a_intent != I_HURT)
to_chat(user, "<span class='notice'>[I] does not fit into [src].</span>")
+4 -4
View File
@@ -4,7 +4,7 @@
desc = "A thin platform with negatively-magnetized wheels."
icon = 'icons/obj/objects.dmi'
icon_state = "target_stake"
density = 1
density = TRUE
w_class = ITEMSIZE_HUGE
var/obj/item/target/pinned_target // the current pinned target
@@ -16,7 +16,7 @@
else // Sanity check: if the pinned target can't be found in immediate view
pinned_target = null
density = 1
density = TRUE
/obj/structure/target_stake/attackby(obj/item/W as obj, mob/user as mob)
// Putting objects on the stake. Most importantly, targets
@@ -24,7 +24,7 @@
return // get rid of that pinned target first!
if(istype(W, /obj/item/target))
density = 0
density = FALSE
W.density = 1
user.remove_from_mob(W)
W.loc = loc
@@ -36,7 +36,7 @@
/obj/structure/target_stake/attack_hand(mob/user as mob)
// taking pinned targets off!
if(pinned_target)
density = 1
density = TRUE
pinned_target.density = 0
pinned_target.layer = OBJ_LAYER
@@ -6,9 +6,9 @@
/obj/structure/transit_tube
icon = 'icons/obj/pipes/transit_tube.dmi'
icon_state = "E-W"
density = 1
density = TRUE
layer = ABOVE_JUNK_LAYER
anchored = 1.0
anchored = TRUE
var/list/tube_dirs = null
var/exit_delay = 2
var/enter_delay = 1
@@ -40,8 +40,8 @@
icon = 'icons/obj/pipes/transit_tube_pod.dmi'
icon_state = "pod"
animate_movement = FORWARD_STEPS
anchored = 1.0
density = 1
anchored = TRUE
density = TRUE
var/moving = 0
var/datum/gas_mixture/air_contents = new()
@@ -334,7 +334,7 @@
current_tube.pod_stopped(src, dir)
break
density = 1
density = TRUE
// If the pod is no longer in a tube, move in a line until stopped or slowed to a halt.
// /turf/inertial_drift appears to only work on mobs, and re-implementing some of the
@@ -427,7 +427,7 @@
tube_dirs = parse_dirs(icon_state)
if(copytext(icon_state, 1, 3) == "D-" || findtextEx(icon_state, "Pass"))
density = 0
density = FALSE
@@ -3,8 +3,8 @@
desc = "A heap of garbage, but maybe there's something interesting inside?"
icon = 'icons/obj/trash_piles.dmi'
icon_state = "randompile"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
var/list/searchedby = list()// Characters that have searched this trashpile, with values of searched time.
var/mob/living/hider // A simple animal that might be hiding in the pile
@@ -3,7 +3,7 @@
desc = "Holds item of clothing you shouldn't be showing off in the hallways."
icon = 'icons/obj/closet.dmi'
icon_state = "cabinet_closed"
density = 1
density = TRUE
/obj/structure/undies_wardrobe/attack_hand(var/mob/user)
if(!human_who_can_use_underwear(user))
+8 -8
View File
@@ -5,8 +5,8 @@
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
var/open = 0 //if the lid is up
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
@@ -130,8 +130,8 @@
desc = "The HU-452, an experimental urinal."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
/obj/structure/urinal/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/grab))
@@ -154,8 +154,8 @@
desc = "The HS-451. Installed in the 2550s by the Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
use_power = USE_POWER_OFF
var/on = 0
var/obj/effect/mist/mymist = null
@@ -182,7 +182,7 @@
icon_state = "mist"
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
anchored = 1
anchored = TRUE
mouse_opacity = 0
/obj/machinery/shower/attack_hand(mob/M as mob)
@@ -311,7 +311,7 @@
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face."
anchored = 1
anchored = TRUE
var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/MouseDrop_T(var/obj/item/thing, var/mob/user)
@@ -13,8 +13,8 @@
name = "windoor assembly"
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "l_windoor_assembly01"
anchored = 0
density = 0
anchored = FALSE
density = FALSE
dir = NORTH
w_class = ITEMSIZE_NORMAL
@@ -36,7 +36,7 @@
..()
if(constructed)
state = "01"
anchored = 0
anchored = FALSE
switch(start_dir)
if(NORTH, SOUTH, EAST, WEST)
set_dir(start_dir)
@@ -47,7 +47,7 @@
update_nearby_tiles(need_rebuild=1)
/obj/structure/windoor_assembly/Destroy()
density = 0
density = FALSE
update_nearby_tiles()
..()
@@ -200,7 +200,7 @@
if(!src) return
density = 1 //Shouldn't matter but just incase
density = TRUE //Shouldn't matter but just incase
to_chat(user,"<span class='notice'>You finish the windoor!</span>")
if(secure)
+6 -6
View File
@@ -2,13 +2,13 @@
name = "window"
desc = "A window."
icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
density = 1
density = TRUE
can_atmos_pass = ATMOS_PASS_PROC
w_class = ITEMSIZE_NORMAL
layer = WINDOW_LAYER
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
anchored = TRUE
flags = ON_BORDER
var/maxhealth = 14.0
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
@@ -167,7 +167,7 @@
tforce = I.throwforce
if(reinf) tforce *= 0.25
if(health - tforce <= 7 && !reinf)
anchored = 0
anchored = FALSE
update_verbs()
update_nearby_icons()
step(src, get_dir(AM, src))
@@ -325,7 +325,7 @@
user.do_attack_animation(src)
hit(W.force)
if(health <= 7)
anchored = 0
anchored = FALSE
update_nearby_icons()
step(src, get_dir(user, src))
else
@@ -392,7 +392,7 @@
//player-constructed windows
if (constructed)
anchored = 0
anchored = FALSE
state = 0
update_verbs()
@@ -405,7 +405,7 @@
/obj/structure/window/Destroy()
density = 0
density = FALSE
update_nearby_tiles()
var/turf/location = loc
. = ..()
@@ -7,8 +7,8 @@
name = "window grille spawner"
icon = 'icons/obj/structures.dmi'
icon_state = "wingrille"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
pressure_resistance = 4*ONE_ATMOSPHERE
can_atmos_pass = ATMOS_PASS_NO
var/win_path = /obj/structure/window/basic